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531 lines
12 KiB
HTML
531 lines
12 KiB
HTML
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<title>Phaser Source: core/PluginManager.js</title>
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<h1 class="page-title">Source: core/PluginManager.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Description.
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*
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* @class Phaser.PluginManager
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* @classdesc Phaser - PluginManager
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Description} parent - Description.
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*/
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Phaser.PluginManager = function(game, parent) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* @property {Description} _parent - Description.
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* @private
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*/
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this._parent = parent;
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/**
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* @property {array} plugins - Description.
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*/
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this.plugins = [];
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/**
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* @property {array} _pluginsLength - Description.
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* @private
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* @default
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*/
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this._pluginsLength = 0;
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};
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Phaser.PluginManager.prototype = {
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/**
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* Add a new Plugin to the PluginManager.
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* The plugin's game and parent reference are set to this game and pluginmanager parent.
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* @method Phaser.PluginManager#add
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* @param {Phaser.Plugin} plugin - Description.
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* @return {Phaser.Plugin} Description.
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*/
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add: function (plugin) {
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var result = false;
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// Prototype?
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if (typeof plugin === 'function')
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{
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plugin = new plugin(this.game, this._parent);
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}
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else
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{
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plugin.game = this.game;
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plugin.parent = this._parent;
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}
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// Check for methods now to avoid having to do this every loop
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if (typeof plugin['preUpdate'] === 'function')
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{
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plugin.hasPreUpdate = true;
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result = true;
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}
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if (typeof plugin['update'] === 'function')
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{
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plugin.hasUpdate = true;
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result = true;
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}
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if (typeof plugin['render'] === 'function')
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{
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plugin.hasRender = true;
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result = true;
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}
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if (typeof plugin['postRender'] === 'function')
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{
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plugin.hasPostRender = true;
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result = true;
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}
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// The plugin must have at least one of the above functions to be added to the PluginManager.
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if (result)
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{
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if (plugin.hasPreUpdate || plugin.hasUpdate)
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{
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plugin.active = true;
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}
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if (plugin.hasRender || plugin.hasPostRender)
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{
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plugin.visible = true;
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}
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this._pluginsLength = this.plugins.push(plugin);
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return plugin;
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}
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else
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{
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return null;
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}
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},
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/**
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* Remove a Plugin from the PluginManager.
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* @method Phaser.PluginManager#remove
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* @param {Phaser.Plugin} plugin - The plugin to be removed.
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*/
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remove: function (plugin) {
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// TODO
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this._pluginsLength--;
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},
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/**
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* Pre-update is called at the very start of the update cycle, before any other subsystems have been updated (including Physics).
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* It only calls plugins who have active=true.
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*
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* @method Phaser.PluginManager#preUpdate
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*/
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preUpdate: function () {
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if (this._pluginsLength == 0)
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{
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return;
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}
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for (this._p = 0; this._p < this._pluginsLength; this._p++)
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{
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if (this.plugins[this._p].active && this.plugins[this._p].hasPreUpdate)
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{
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this.plugins[this._p].preUpdate();
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}
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}
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},
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/**
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* Update is called after all the core subsystems (Input, Tweens, Sound, etc) and the State have updated, but before the render.
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* It only calls plugins who have active=true.
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*
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* @method Phaser.PluginManager#update
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*/
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update: function () {
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if (this._pluginsLength == 0)
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{
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return;
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}
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for (this._p = 0; this._p < this._pluginsLength; this._p++)
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{
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if (this.plugins[this._p].active && this.plugins[this._p].hasUpdate)
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{
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this.plugins[this._p].update();
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}
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}
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},
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/**
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* Render is called right after the Game Renderer completes, but before the State.render.
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* It only calls plugins who have visible=true.
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*
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* @method Phaser.PluginManager#render
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*/
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render: function () {
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if (this._pluginsLength == 0)
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{
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return;
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}
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for (this._p = 0; this._p < this._pluginsLength; this._p++)
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{
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if (this.plugins[this._p].visible && this.plugins[this._p].hasRender)
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{
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this.plugins[this._p].render();
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}
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}
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},
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/**
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* Post-render is called after the Game Renderer and State.render have run.
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* It only calls plugins who have visible=true.
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*
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* @method Phaser.PluginManager#postRender
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*/
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postRender: function () {
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if (this._pluginsLength == 0)
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{
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return;
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}
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for (this._p = 0; this._p < this._pluginsLength; this._p++)
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{
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if (this.plugins[this._p].visible && this.plugins[this._p].hasPostRender)
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{
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this.plugins[this._p].postRender();
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}
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}
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},
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/**
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* Clear down this PluginManager and null out references
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*
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* @method Phaser.PluginManager#destroy
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*/
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destroy: function () {
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this.plugins.length = 0;
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this._pluginsLength = 0;
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this.game = null;
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this._parent = null;
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}
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};
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</pre>
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</article>
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</section>
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<footer>
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
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<br />
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
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on Thu Oct 03 2013 01:18:41 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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